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5.0.0 wishlist

a guest Aug 24th, 2019 110 Never
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  1. Kirby:
  2. - Air Speed increased (0.84 - 0.977)
  3. - Fair connects more reliably
  4. - Dair has more hitstun on the landing hitbox and a more powerful spike
  5. - Fthrow sends at a more vertical angle (makes combos easier)
  6.  
  7. Luigi:
  8. - Now has a wall jump (frame data identical to Mario's)
  9. - Side B travels farther when not misfired
  10. - Down B can now gain a bit of altitude (via mashing) but the invincibility frames on Luigi's head are removed when used in the air
  11.  
  12. Captain Falcon:
  13. - Turnaround animation changed (no longer makes him move backwards). Time spent standing still after you turnaround after a dash reduced (7 frames - 4 frames)
  14. - Initial dash is quicker (1.98 - 2.278)
  15. - Jab 1 and Jab 2 connect to their next jabs more reliably
  16. - Dash grab travels farther
  17. - Side B launch angle is slightly more vertical (makes combos easier). Hitbox detection for side b comes out in 2 frames instead of 5.
  18. - Up B's animation when successful reduced (50 frames - 23 frames; rock-crocking nerfed)
  19.  
  20. Jigglypuff:
  21. - Back air has more range and no longer turns her around
  22.  
  23. Bowser:
  24. - Down smash has less endlag (43 frames - 37 frames)
  25.  
  26. Ice Climbers:
  27. - Nana AI has been adjusted (less likely to SD)
  28.  
  29. Zelda:
  30. - Nair has less landing lag (15 frames - 10 frames)
  31. - Dair has more hitstun at the sour spot on grounded opponents
  32. - Grab has less startup (frame 10 - 7)
  33.  
  34. Ganondorf:
  35. - Up B's animation when successful reduced (80 frames - 53 frames; rock-crocking nerfed)
  36.  
  37. Mewtwo:
  38. - Tail is no longer a part of Mewtwo's hurtbox, even when idle (disjointed)
  39.  
  40. Charizard:
  41. - Forward air short hop auto cancels
  42. - Up tilt has more kill power and comes out faster (frame 9-7)
  43. - Down tilt sends at a steeper angle and has more knockback
  44.  
  45. Olimar:
  46. - Shield size is increased to match hurtbox
  47.  
  48. Rosalina & Luma:
  49. - Jab 3 for both Rosalina and Luma have decreased knockback and send at a more vertical angle (makes combos easier)
  50. - Fthrow has decreased knockback (makes combos easier)
  51. - Back throw has more kill power
  52.  
  53. Mii Brawler:
  54. - Nair has more range and hitstun for both sour and sweet spots
  55. - Fair short hop autocancels, has more range, and connects more reliably. Fair 1 sends grounded opponents up and has more hitstun.
  56. - Bair has more range and kill power
  57. - Uair does more damage and has more kill power
  58. - Up Smash has more kill power
  59. - Down Smash has more range on both the fist and the foot
  60. - Onslaught has less startup (frame 15-11), less endlag (40 frames - 33 frames), and connects all hits more reliably. Stacked staling removed.
  61. - Suplex has more kill power but more endlag (29 frames - 32 frames)
  62. - Feint Jump has less landing lag (29 frames - 20 frames), has a shorter animation (56 frames to 46 frames), and the spike is more powerful. The kick has more knockback and less landing lag (37 frames - 28 frames)
  63. - Counter Throw connects more reliably
  64.  
  65. Mii Swordfighter:
  66. - Run speed increased (1.58 - 1.83)
  67. - Bair has more range
  68. - Up Smash now has hitboxes on its sides
  69. - Up Throw has more kill power
  70. - Hero Spin connects more reliably in the air, and travels farther (jump-based drift removed)
  71.  
  72. Mii Gunner:
  73. - Air speed increased (0.93 - 1.05)
  74. - Fair laser travels farther (more akin to smash 4 distance)
  75. - Utilt has more hitstun
  76. - Flame Pillar's flame animation and hitboxes last longer (33 frames - 50 frames)
  77. - Cannon Uppercut travels farther in the air and has a bigger and disjointed hitbox on the fist
  78. - Echo Reflector has a bigger hitbox
  79.  
  80. Robin:
  81. - The time it takes for Levin to become available from the start of a match has now been halved (5 seconds instead of 10)
  82. - Levin moves now use only 2 points of Stamina instead of 2.5 (can use 10 times before recharge instead of 8)
  83. - Jab 3 now only uses 1 point of Stamina instead of 1.6667. Rapid Jab now only uses 1 point of Stamina instead of 2 (holding rapid jab no longer wastes additional Stamina).
  84. - Dash attack has more kill power at the sweet spot and sends at a more horizontal angle
  85. - Standing grab range increased
  86. - Arcthunder keeps the opponent in the multihits for a longer period of time (including on shield)
  87. - Arcfire now only uses 2.5 points of Stamina instead of 3.33 (can use 8 times before recharge instead of 6), and the multihits connect more reliably
  88. - Elwind now only uses 2.5 points of Stamina instead of 4 (can use 8 times before recharge instead of 5), and the recharge time for Elwind has been reduced from 6 seconds to 3
  89. - Nosferatu now uses 10 points of Stamina instead of 6.6667 (can use 2 times before recharge instead of 3), and the recharge time for Nosferatu has been reduced from 30 seconds to 20 seconds. Nosferatu Tome item has more knockback, has more hitstun (Tome to Thoron becomes possible), and can now hit the opponent twice before despawning (lasts longer on the ground too).
  90.  
  91. Shulk:
  92. - Bair has a hitbox added to a missing hitbox window during the animation (at frame 21) and now has a new reverse hitbox
  93. - Forward smash connects more reliably
  94. - Up smash connects more reliably
  95.  
  96. Bowser Jr.:
  97. - Run speed increased (1.566 - 1.82)
  98. - Dash attack has less knockback, more hitstun, and sends at a more vertical angle (makes combos easier)
  99. - Utilt has more hitstun (makes combos easier)
  100. - Uthrow sends at a more vertical angle (makes combos easier)
  101. - Side B's spin-out has more kill power
  102. - Up B has less landing lag when Bowser Jr. swings his hammer (37 frames - 33 frames). Bowser Jr. can now regain his clown car while outside of it if he is hit with any move that does hitstun.
  103. - Down B's Mechakoopa walks faster and no longer deactivates when contacting a shield
  104.  
  105. Corrin:
  106. Run speed increased (1.596 - 1.76)
  107.  
  108. Bayonetta:
  109. - Nair has more kill power
  110. - Fair 3 has slightly more kill power
  111. - Utilt connects more reliably
  112. - Dash Attack sends at a slightly more horizontal angle at the sweet spot
  113. - Standing grab range increased
  114. - Neutral Special takes a slightly shorter time to get to full charge and the bullets at full charge travel slightly farther
  115.  
  116. Ridley:
  117. - Ftilt has more kill power at the sweet spot and less startup (frame 10 - 8)
  118. - Neutral Special takes a slightly shorter time to get to full charge
  119. - Down Special now ignores shields when hit at the sweet spot and has a larger sweet spot
  120.  
  121. King K. Rool:
  122. - Run speed increased (1.485 - 1.892)
  123. - Fair comes out faster (frame 11 - 8) and has less landing lag (11 frames - 9 frames)
  124. - Uair no longer bounces King K. Rool up when he fastfalls
  125. - Dair has less endlag (40 frames - 29 frames)
  126. - Up Throw has more kill power
  127. - Blunderbuss cannonball comes out quicker (frame 30-20) and is active for longer (frame 30-150 to frame 20-180)
  128. - Crownerang does less damage to King K. Rool in item form, respawns sooner, and respawns closer to King K. Rool
  129.  
  130. Incineroar:
  131. - Jab 1 has less startup (frame 5 - 2) and more hitstun (so Jab 1 still connects to Jab 2 reliably)
  132. - Ftilt has less startup (frame 12-10)
  133. - Revenge now has a multiplier for Neutral B and Up B (15%)
  134.  
  135. Joker:
  136. - An untriggered counter while in Arsene Form has more endlag (22 frames - 30 frames)
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